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Dark GDK / Dynamic Terrain Height Changes

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SynReaper
16
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Joined: 15th Jan 2008
Location:
Posted: 16th Jan 2008 00:46
I have read all of the documentation for this development kit, but could not locate any information on how to dynamically change elevation maps once they are loaded into the object. Is there some way that this can be done (maybe a returned pointer array) using this kit?

This would be extremely useful for FPS or RPG games where magic effects are used that alter the elevation such as conjuring volcanos, or removing tiles altogether (dropping to the point that they aren't visible).

Thanks for any assistance in advance.

p.s. I already attempted to load each map into memory, then when changes are made to the elevations, export a bmp, then reload it, but this takes an insane amount of time to accomplish.


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david w
18
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Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 16th Jan 2008 06:09
What you need to do is make the map into an array or some form of memory you can access. Then when you make the changes instead of saving and then reloading you simply write the chages into memory and then apply that to the tile you wish to change.
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 17th Jan 2008 04:20
yes - and this is not possible with advanced terrain to my knowledge - consider the learning curve for making meshes from memblocks, mworking with fvf formats, manipulating vertices and things like that because what you describe is possible but for that kind of power you need to jump into the "heavy" stuff.

you might be able to get by using the "MATRIX commands but this is not the most efficient method nor flexible but gives fast results.

For the REAL DEAL - you must learn the ropes in my opinion.

sounds like cool effects your talking about - and to do that dynamically - you need to manipulate the actual 3d meshs... this is what I'm suggestiong you do

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